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Summary Period: 2001-04-11 to 2001-04-02 (Commits 4445-4494 of 12744)

jorrit 2001-04-11 10:49

Small fix in makefile.

1 lines of code changed in:

wouter 2001-04-11 10:37

Here is an isometric engine. It consists of a dynamical isometric engine
plugin, and a isotest application.

698 lines of code changed in:

jorrit 2001-04-10 11:13

Fixed a crasher bug when cleaning up the mesh priority queues
in csSector.

3 lines of code changed in:

jorrit 2001-04-10 10:42

- Implemented render priority queues in sectors. All meshes added to
a sector will automatically be placed in the right queue. At render
time they will be rendered in the right order.
- Fixed a bug with visibility culling. Meshes that are already in
the sector at the time the culler is created were not registered
to the visibility culler.
- Added csEngine::GetSkyRenderPriority(), GetWallRenderPriority(),
GetObjectRenderPriority() and GetAlphaRenderPriority().
- When a new mesh object is created it will by default get object
render priority.

89 lines of code changed in:

jorrit 2001-04-10 08:46

Update.

7 lines of code changed in:

miklby 2001-04-09 19:42

- Slight visual change to MazeD

2 lines of code changed in:

jorrit 2001-04-09 16:24

- Renamed STATBSP to CULLER. This is more accurate.
- Renamed csSector::UseStaticTree() to UseCuller().
- Stared work on render priority system. The engine will keep a list
of all named render priorities (to avoid using numbers by the
objects). Internally every render priority name corresponds with
a number. In every sector objects are rendered sorting on this
render priority (low numbers first). In future it will also be
possible to render all objects of the same priority using some
other sorting criterium (like material or distance to camera for
transparent objects). There are always four predefined named
render queues. They are called 'sky' (2), 'wall' (4), 'object' (6),
and 'alpha' (8). The values between the brackets are the default
values of those queues.
- Added SetRenderPriority() and GetRenderPriority() to iMeshWrapper.
- Added RegisterRenderPriority(), GetRenderPriority(), and
ClearRenderPriorities() to csEngine.
- Added RENDERPRIORITIES section in world file. There you can define
the names of priority queus which can then be used for all objects.
This command causes all previously defined render priority queues
to be undefined except for sky, wall, object, and alpha. These
will be preset to the default values of (2, 4, 6, or 8).
- Added support for PRIORITY keyword in MESHOBJ. For a MESHOBJ
the default depends on other settings. If ZFILL is given for the
object the default will be 'wall'. If ZNONE or CAMERA is given
the default will be 'sky'. If ZTEST is given the default is
'alpha'. Otherwise the default is 'object'.
- Other than all the support above render priorities are still not
used by the engine.
- Fixed csclear library so that it compiles.

166 lines of code changed in:

norman 2001-04-09 13:02

fixed color problem

2 lines of code changed in:

norman 2001-04-09 12:10

fixed the case insensitivity problem in scf classname construction (hopefully there aren't codecs that distinguish by case only )

14 lines of code changed in:

jorrit 2001-04-09 11:54

- Removed the 'movable' from csThing. The 'movable' is part of the
mesh wrapper and the one in csThing should not be used.
- csThing no longer implements iVisibilityObject as the mesh wrapper
already does this.
- Removed MarkVisible() and related functions from csThing.
- Removed sky and template flags from csThing. Sky support will soon
be reimplemented using render order techniques.
- Removed zbufMode from csThing. This is part of mesh wrapper.
- Made csThing::Draw() and DrawCurves() smarter. If a thing cannot
move (which is default and occurs a lot) these functions will not
try to use the movable anymore. This makes it a bit more efficient.
- Removed csLight::CalculateLighting() for csThing.
- Also removed csSector::ShineLights() for a csThing.
- Fixed a bug in the use of csPortal::CompleteSector(). When this
function returns false all routines will now correctly stop
processing that portal.
- Fixed a bug in infinite maze (-infinite option of WalkTest) which
makes it work a little better but still not good enough (still
crashes when trying to complete the first sector).
- Added iVisibilityCuller::Setup(). This function will setup the
visibility culler. It replaces csThing::BuildStaticTree().
- Removed iSector::CreateBSP().
- Added a parameter to csSector::UseStaticTree() which indicates
the mesh object to use for visibility culling. In addition the
STATBSP keyword in map files now requires an additional parameter
which is the name of the mesh object to use for visibility culling.
At this moment the only way to use this is to have a thing mesh
object and add the VISTREE() flag to that.
- Renamed csSector::static_thing to culler_mesh. Also made it a
mesh wrapper instead of a thing.
- I disabled a lot of more of the octree debugging stuff in WalkTest.
This is all broken now.
- Removed the 'things' console command. It is broken now and needs
to be replaced with something more general.

214 lines of code changed in:

jorrit 2001-04-09 08:25

- Renamed MESHOBJ to MESHFACT in the map file format wherever
a mesh factory is wanted. This is less confusing.
This affects library and map files.
- Fixed a bug in the thing loader when there is no default material
specified in the thing itself but only in the polygon.
- Completely converted flarge to use mesh objects alone.
- Removed all support for THING, SIXFACE, and SKY keywords in
the standard loader. This means that sky objects are now no longer
supported. To implement sky objects in the future we will use the
proposed render order setting for mesh objects in general. This
is a todo for later (but not long from now).
- The old LoadThing() to load a thing from a file is replaced
with a LoadMeshObject() that can be used to load any mesh object
in general. For LoadThingTemplate() to load a thing template you can
use LoadMeshObjectFactory() instead.
- Removed all obsolete token keywords from the default loader.
- Fixed a bug in LoadMeshObjectFactory(). It was deleting all loaded
plugins for nothing.
- Changed csPolygon3D::UpdateVertexLighting() to use iLight instead
of csLight and extended iPolygon3D with UpdateVertexLighting().
This is also a temporary function though.
- Added GetPolygon(name) to iThingState.
- Converted Blocks to use mesh objects instead of csThing directly.
- GetRadius() and GetObjectBoundingBox() in iMeshObject of csThing
are now correct.
- Extended iPortal with SetPortalSectorCallback() to set a callback
that is called whenever a sector for a portal is missing. This
callback will get either a reference to a iRenderView (when drawing),
a iFrustumView (when doing CheckFrustum) or else NULL (for HitBeam).
- Changed csPortal::CompleteSector() to a function which
completes the sector using the new callback above.
- Added CheckFrustum() to iPortal.
- Added iPolygon3D::CreateNullPortal() to create a NULL portal
(a portal pointing to a NULL sector).
- Added iFrustumView::StartNewShadowBlock().
- Added iFrustumView::CopyFrustumContext() and SetFrustumContext().
These functions are specifically used to be able to remember
the current context and restore it later.
- Using all the above I tried to fix infinite maze but it still
crashes somewhere. Will look at this later.
- Same for -huge option. It compiles but doesn't work (but I suspect
it wasn't working before either: todo for later).
- Fixed WalkTest to use mesh wrappers instead of csThing.
- Removed csSector::Prepare() as this is no longer needed (Prepare()
is called transparently by the thing).
- Removed csEngine::PrepareSectors().
- Removed support for things and skies in csSector. Only mesh objects
are supported now.
- Removed csPolyIt and csCurveIt (polygon and curve iterators) in
csEngine. Since polygons and curves are private to things these
iterators don't make sense anymore.
- Side note: in the process of this entire engine redesign many
debug commands in WalkTest are broken now. They will probably
be resurrected soon.
- Side note: radiosity is now broken too!
- Removed the list of skies, things, and thing templates from
the engine and all functions related to those (like FindThing(),
...).
- Fixed several other apps to the change from things to mesh objects.
- Also fixed MazeD so that it compiles again but MazeD is now getting
more and more broken. MazeD can only revive if it gets the ability
to edit mesh plugins (preferably through other plugins as well).

1554 lines of code changed in:

jorrit 2001-04-09 08:05

Update.

17 lines of code changed in:

mgeisse 2001-04-08 15:02

updated the sound system docs

107 lines of code changed in:

mgeisse 2001-04-08 12:32

fixed the garbled output from streamed sound in ds3d

27 lines of code changed in:

norman 2001-04-08 12:11

documented UV animation and added example

75 lines of code changed in:

norman 2001-04-08 02:06

- added interfaces iSprite2dUVAnimation and iSpriteUVAnimationFrame
- extended iSprite2dState and iSprite2DFactoryState accordingly

174 lines of code changed in:

mgeisse 2001-04-07 15:02

did some clean-up work in the image loader

38 lines of code changed in:

mgeisse 2001-04-06 21:07

removed some (hopefully) unneeded dependencies on csgfx

4 lines of code changed in:

mgeisse 2001-04-06 20:55

removed some (hopefully) unneeded dependencies on csgfx

4 lines of code changed in:

jorrit 2001-04-06 18:17

Update.

17 lines of code changed in:

mgeisse 2001-04-06 16:34

did the first change towards moving csparser to a plugin:
- added iLoaderNew interface which should finally replace iLoader
(in imap/parser.h).
- csLoader no more contains only static member functions. It is also an
implementation of iLoaderNew. In the end the static member should
all disappear. In the meantime, it csLoader contains a static pointer to an
instance of that class, as soon as an instance is created. This is used by
the static functions to access non-static functions. This means that if you
want to use csLoader functions, even static functions, you should first
create an instance of it. You should do this by loading it as a plug-in. The
plug-in must be statically registered (e.g. with REGISTER_STATIC_LIBRARY).
- changed the load_image function to a plugin method (as the first of all)
- changed the applications to match the above rules.

64 lines of code changed in:

jorrit 2001-04-06 16:29

Update.

4 lines of code changed in:

jorrit 2001-04-06 15:36

Forgot to commit.

144 lines of code changed in:

jorrit 2001-04-06 15:35

- Fixed a bug in drawing of things which are represented in the
mesh object system. The movable is now taken from the mesh
wrapper.
- Fixed bug in lighting of things (CheckFrustum). The movable
is now a parameter to CheckFrustum.
- Fixed lighting for mesh object things used in a BSP tree as well.
- Added new iMaterialList interface and let csMaterialList implement
it.
- Fixed SCF declarations for csMaterialWrapper. It was using
DECLARE_IBASE() when it should have used
DECLARE_IBASE_EXT (csPObject).
- Added iEngine::GetMaterialList().
- Extended iThingState with ReplaceMaterials().
- Using all of the above I implemented material sets in the
thing loader plugin.
- Added support for SKYDOME keyword in thing loader plugin.
- Removed support for TEXTURE statement in bezier template loader.
I have absolutely no idea why it was there but it was making
life difficult for me :-)
- Moved loading of bezier templates from THING to WORLD level where
it belongs. The new CURVE command in THING will no longer load the
template but instead make a curve based on a named curve template.
- Curved surfaces are fully working again (also with HARDMOVE).
It was a combination of several bugs that prevented the donut
in flarge from looking ok.
- Added temporary CreateBezierTemplate() and FindCurveTemplate()
functions to iEngine. These are going to be used for a new addon
that loads bezier templates in the engine. Later bezier templates
will move to the thing plugin itself and then these functions
can be removed.
- Changed crystalspace.mesh.loader.plane to
crystalspace.mesh.loader.thing.plane.
- Added new bezier loader and saver to the thing loader plugin.
Bezier curve templates now have to be loaded through the ADDON
system as well (using crystalspace.mesh.loader.thing.bezier).
- Added SetVertex() to iCurveTemplate.
- Added iThingState::CreateCurve() to create a curve for a thing
from a given curve template.
- Added iThingState::AddCurveVertex().
- These changes make the thing loader plugin complete (except for
saving which is not implemented yet).
- Removed support for loading BEZIER curve templates from the
standard loader. This should now be done using the ADDON
mechanism described above. Update flarge for these changes. Look
there for an example.
- Fixed a bug in HARDMOVE command for mesh objects in loader. This
bug would cause things to be transformed wrong (at least their
transformation matrix) when used as a mesh object. It also affected
other mesh objects.
- Added a new optional PLUGINS section to the world file. With that
you can give shorter names to plugins. This shorter name can be
used later in PLUGIN (...) statements instead of
'crystalspace.mesh.loader...'. The long plugin name is stil.
supported. Also note that a plugin will only be loaded if used.
So you can safely mention all plugins in the PLUGINS statement.
They will not be loaded until used.
- Discovered that nearly all of the mesh loaders forgot to call
SetFactory().
- Made the thing loader a bit easier with regards to the difference
between loading a mesh object and mesh object factory. For csThing
there is no difference. The difference is only in how the thing
is used in the engine. This means that things are the only mesh
objects that don't need a factory for creation.
- Extended a hack in csloader with another temporary hack so that
portals in thing mesh objects are actually resolved to the right
sector. We need a better solution for this. Not sure how yet.
- Added 'link' parameter to iEngine::CreateSector(). By default this
is true. When link is true the created sector will be added to the
list of sectors of the engine. This should be set to false if
you want to create a temporary sector that should not be added
to the engine sector list. A good example of this is when the
portal command generates a dummy sector that is resolved later.
- Fixed collision detection bug in walktest. Walktest was trying
to query the csMeshWrapper for iPolygonMesh. It should query
the mesh object that is in the wrapper instead.
- Extended csSector::IntersectSegment() to also look at things
inside mesh wrappers. This is an ugly solution and as many things
I'm doing these days it begs for a better solution. But first
getting things working again...
- Also added initialization of collision detection for meshes
inside sectors. Now thing meshes will have proper collision
detection as well.
- Added Yet Another Ugly Hack so that the engine will see if a thing
(inside a mesh wrapper) has CS_THING_VISTREE set and then use
that for visibility culling. People, keep in mind that all these
hacks are temporary :-)

461 lines of code changed in:

mgeisse 2001-04-06 14:23

fixed a bug in csstring

4 lines of code changed in:

philwyett 2001-04-06 12:03

Updated MingW package version number to 0.20.

1 lines of code changed in:

wouter 2001-04-06 10:55

Added /usr/lib/crystalspace to the installation search for the unix
system driver.

14 lines of code changed in:

jorrit 2001-04-06 08:23

Update.

61 lines of code changed in:

mgeisse 2001-04-05 22:30

fixed another compiler warning

1 lines of code changed in:

neverjade 2001-04-05 22:16

Fixed my formatting errors.

10 lines of code changed in:

mgeisse 2001-04-05 21:47

fixed a compiler warning

1 lines of code changed in:

jorrit 2001-04-05 15:26

- Added polygon ID which I will use for caching the lightmaps
instead of the old sector/thing/ID way. This will mean that
adding a polygon to a level will invalidate a lot of lightmaps
but on the other hand it is safer and easier. The previous
method depended on things and sectors having unique names.
- Added curve ID as well for a similar reason.
- Changed caching of lightmaps for polygons and curves using the
new ID system.
- The above change fixes a bug where things loaded with the thing
loader plugin would not correctly behave with regards to the lighting
cache because those things don't have a name (their name is inside
the mesh wrapper instead).
- The thing loader now works a lot better. There is still a problem
with movable things (as you can see from the new version of flarge
that I committed). The problem is that there is still a movable
instance in csThing itself which is used instead of the correct
movable in csMeshWrapper.

128 lines of code changed in:

jorrit 2001-04-05 14:00

- Created iPolyTxtPlane interface and let csPolyTxtPlane implement
it.
- Added temporary CreatePolyTxtPlane() and FindPolyTxtPlane()
functions in iEngine. These will be used until these planes are
managed by the thing plugin.
- Implemented plane loader and saver (saver not working yet). Planes
are a bit special. They are objects that should be private to the
thing mesh object system (they are only used by things) so the
engine should not manage them. However planes can be shared accross
several thing meshes so it is not suitable to make them private
to one thing mesh either. So planes will be loaded by a general
(non-mesh object) loader plugin. This plugin is closely associated
to the thing loaders (implemented by the same shared library)
so it knows how to create planes for things. In the future planes
will be kept by the thing type plugin itself (global to all things).
For now this loader will load the planes in the engine.
- Removed support for PLANE in library and world. Planes now have
to be loaded using the ADDON keyword and the
crystalspace.mesh.loader.plane plugin.
- Added iPolygon3D::SetTextureSpace() with iPolyTxtPlane* as a
parameter.
- Added SCF interfaces: iPolyTexType, iPolyTexNone, iPolyTexFlat,
iPolyTexGouraud, and iPolyTexLightMap. They are implemented by
csPolyTexType, csPolyTexNone, csPolyTexFlat, csPolyTexGouraud,
and csPolyTexLightMap respectively.
- Added GetPolyTexType() to iPolygon3D.
- Using the above interfaces I fixed the thing loader to correctly
load texture mapping information (lightmapping, gouraud shading,
flat shading, ...)
- Extended the loader with HARDMOVE for mesh objects.
- The thing loader plugin is still not working correctly but we
are getting there.

306 lines of code changed in:

jorrit 2001-04-05 09:48

Managed to re-fix the problem with actions being usable in
combination with models loaded as 3DS or MDL. This is a temporary
fix until these loaders have moved to a plugin but for now it
will do.

4 lines of code changed in:

jorrit 2001-04-05 09:42

- Fixed compile problem for python plugin.
- Added the concept of general loader plugins to the loader. With
the new 'ADDON' keyword you can now use any loader plugin in
general. This can be used for loading game entities for example.
ADDON is supported for WORLD, LIBRARY, SECTOR, MESHOBJ (both as
factory and object), and TERROBJ (both as factory and object).
ADDON will in the future also be supported for COLLECTION and
NODE. The Parse() function in the plugin will be called with the
given parent object as the context.
- The Parse() function for mesh and terrain loader plugins will now
also be called with the wrapper object as context. Unfortunatelly
this breaks a fix from Michael Voase which allowed the setting
of actions on 3D sprites loaded with the impexp importers.
- Added 'SetFactory()' to iMeshWrapper.
- Added 'GetPrivateObject()' to iMeshFactoryWrapper.
- Fixed some ugliness in csparser where it would have to find the
original factory again after loading a mesh object. All loader
plugins are now responsible for setting the factory itself. They
can do this now because they receive the wrapper pointer as a
context.

40 lines of code changed in:

jorrit 2001-04-05 08:19

Fixed a bug in iPortal which prevented proper linking of all
CS apps on some platforms.

4 lines of code changed in:

jorrit 2001-04-05 08:01

Update.

1 lines of code changed in:

sunshine 2001-04-04 16:44

Fixed a silly typographical error in csHashCompute() which rendered the
function almost completely inoperative.

4 lines of code changed in:

jorrit 2001-04-04 15:43

- Made access to flags in iPolygon3D and iThing more consistant
so that it works like iPortal. There is now a 'GetFlags()' which
returns an object of type csFlags.
- Added iPortal::SetWarp(csTransform&).
- Added support for portals in the thing loader.
- Added support for setting materials in the thing loader.
- Added support for CIRCLE command in the thing loader.

33 lines of code changed in:

mgeisse 2001-04-04 15:21

fixed a bug in csPrefixConfig

12 lines of code changed in:

jorrit 2001-04-04 14:18

- Started work on thing loader and saver. Although things haven't
moved to a plugin yet it is already possible to make real
plugins from the loader and saver.
- Moved the CS_THING_... flags from csThing header to iThingState
header.
- Extended iThingState with GetFlags(), SetFlags(), SetMovingOption(),
GetMovingOption(), GetCurvesScale(), SetCurvesScale(),
GetCurvesCenter(), SetCurvesCenter(), CurveVertex(), CurveTexel(),
GetNumCurveVertices(), GetCurveVertices(), GetNumCurves(),
GetCurve(), and MergeTemplate().
- Extended iPolygon3D with GetMaterial(), GetVertexIndices(),
GetTextureType(), SetTextureType(), GetCosinusFactor(),
SetCosinusFactor(), and a few additional versions of
SetTextureSpace().
- Added new csPolygon3D::CopyTextureType() (and also added this to
iPolygon3D). This function will copy the texture information from
a given polygon to this polygon. Note that the material itself
is not copied. Only the information on how to apply the texture
mapping.
- Extended iMaterialWrapper with GetMaterial().
- Moved the POLYTXT_... flags from csPolygon3D header to iPolygon3D
header.
- Also moved CS_POLY_COLLDET.
- Added iEngine::GetThingType().
- Added iCurve and iCurveTemplate SCF interfaces and let csCurve
and csCurveTemplate implement them.
- Removed 'default_texlen' from csThing::MergeTemplate() since it
wasn't working.
- Removed the csThing::MergeTemplate() version which also replaced
materials. Instead added new csThing::ReplaceMaterials() function
which does the same thing (except merge). So where you would
use MergeTemplate() in the past (the version that replaces
materials) you will now use the other MergeTemplate() and then
call ReplaceMaterials().
- Changed csThing::MergeTemplate() to work on SCF interfaces
(iThingState, iMaterialWrapper, ...).
- The thing loader compiles now but is far from complete and usable.

580 lines of code changed in:

jorrit 2001-04-04 08:05

Update.

4 lines of code changed in:

norman 2001-04-03 22:48

fixed the batch of warnings about conversions and comparisons

4 lines of code changed in:

norman 2001-04-03 22:19

fixed warning about explicit initialization of iBase in copy constructor

1 lines of code changed in:

jorrit 2001-04-03 13:44

- Created new iThingState interface and let csThing implement it.
iThingState is almost the same as iThing but with extras.
iThing will probably be removed in the future.
- Fixed a bug in csThing::MergeTemplate(). It would not correctly
copy the new zbufMode flags.
- Removed 'sector' member from curves. Removed 'sector' parameter
from csThing::MergeTemplate(). Removed 'sector' parameter from
load_thing() and load_thing_part().
- Removed 'sector' from csPolygon3D::Finish() and csThing::Prepare().
- Removed the ability to have ambient settings per sector. This was
never used and I don't think it is very useful either. Ambient
settings are now global and still stored in csLight.
csSector::SetAmbientColor() and GetAmbientColor() are now gone.
- Removed 'engine' member from csThing and also removed 'engine'
parameter to csThing.
- Created a new csThingObjectType class which is the mesh object
type class for things. For now it is not in a plugin yet but
embedded inside csEngine. Added csEngine::GetThingType() to fetch
the reference to this type. This is a temporary function.
- Added csEngine::CreateSectorWallsMesh() which is similar to
CreateSectorWalls() but creates a thing as a mesh object instead
of a normal thing.
- Avoided the use of csFrustumView in csThing. Now uses iFrustumView.
- Avoided the use of csFrustumView in csSector. Now uses iFrustumView.
- Added csLight::CalculateLighting() for iMeshWrapper. This will
query if iThingState is known.
- Added csSector::ShineLights() for iMeshWrapper.
- Added iFrustumView::SetDynamic() and IsDynamic().
- Added iMovable parameter to csThing::AppendShadows().
- Extended iSector interface with GetRecLevel().
- It is now possible to use things through the mesh object API. When
this is done the mesh wrapper takes control of some of the issues
(like where the thing is positioned, what the Z-buf mode is,
the entity flags, ...). The similar items in csThing are ignored
(and will later be removed when csThing moves to a plugin).
Note that things added through the mesh object API will not be
included in the 'things' arrays that you can find in both csEngine
and csSector. Instead they are added to the 'meshes' arrays like
all other mesh objects. Note that in the short future the support
for the 'things' array will be removed.
- Lighting on things which are added through the mesh object API
will now also work. For now this is solved by the engine recognizing
this as a special case of mesh objects (by checking if iThingState
is implemented). In the future the engine should now know about
iThingState so we need a more general solution. For now it will do.
- Converted simple to use the new iThingState and use things as
if they are mesh objects. This seems to work very well.

582 lines of code changed in:

jorrit 2001-04-03 11:16

Christopher Nelson <paradox@BBHC.ORG> did the following changes
to CSWS:
- Fixed silly problems in csButton with textures and bitmaps
drawing wrong.
- Fixed ugliness with texturing not moving with the button on
shiftable buttons.
- Fixed artifacting problem with csButton not drawing correctly
when the whole parent window is a transparent bitmap.
- Fixed bug with button not immediately redrawing when
highlighted (in case there's a visual change) .
- Changed drawing of all buttons so that the currently
highlighted button's text draws in a lighter color than
other buttons.

338 lines of code changed in:

jorrit 2001-04-03 08:12

Update.

6 lines of code changed in:

norman 2001-04-03 02:12

added GetStringAt

26 lines of code changed in:

norman 2001-04-02 20:52

added cursor, a gridview border, and notification message to grid

49 lines of code changed in:

norman 2001-04-02 20:51

- csGrid now has a cursor (3 types: row, column or cell cursor)
- csGrid notifies its parent if the cursor changed
- csGridView has a new border that is colored differently based on the
active state of the gridview

214 lines of code changed in:

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